JOHNNY THUNDER- 1940s
PL 14 (66)ST 10 DEX 12 (+1) CON 12 (+1) INT 10 WIS 10 CHA 8 (-1)
Skills:
Bluff 6 (+5)
Diplomacy 3 (+2)
Notice 3 (+3)
Feats:
Dodge Focus 2, Evasion, Improved Defense, Improved Initiative, Luck 5
Powers:
"Thunderbolt Pen" Device 10 (easy to lose) (Drawbacks: Power Loss- "Say You!" -3) [27]
Summon Minion 12 (Extras: Fanatical, Heroic)-- 48 pp
Saves:
Toughness +1, Fortitude +4, Reflex +3, Will +5
Combat:
Attack +3, Damage +0, Defense +4 (+6 Dodge), Initiative +1
Abilities: 2 / Skills: 12--3/ Feats: 10 / Powers: 27 / Saves: 10 /Combat: 14 (66)
-Johnny Thunder is one of those ideas best left to light-hearted adventure strips, joke things, and stuff that isn't dependent entirely on drama. See, the guy didn't have much success in his earliest appearances (though JSA-bound, he quickly found himself drummed out by his own female rival/object of affection, the Black Canary), and subsequent revivals of him and his concept have left writers with NOTHING but trouble. While a cute gift to have an all-power genie who can do your every command, but only with SPECIFIC commands, such a thing tends to be problematic when your big villain can be defeated by saying "Hit the villain with an atomic bomb". As such, you tend to see Johnny Thunder written out of most epic stories, as the Big Concept of the Thunderbolt kind of gets dumb after a while. So big cross-overs would have Johnny & the T-Bolt in the background, aiding magicians (like in the Crisis) or something, but the rest of the time, he's got little to do. They eventually ended up giving him Alzheimer's and basically killing him off, only to have him 'die' in an epic Ultra-Humanite storyline in modern times, and merge with his Thunderbolt into a composite being. In spite of his unwriteable quality, he ended up with a successor in Jakeem (JJ) Thunder, who finds himself in similar predicaments to Johnny. All in all, not a BAD character, just one that doesn't fit in well in super-hero comic books.
-Considering his power levels, it's almost impossible to imagine Johnny Thunder being one of the cheapest JSA guys to build. But then, when his key power is essentially locked up in a Summoned Minion ability, which is in ITSELF locked up in a Device that's easy to lose, despite two Extras you end up shaving a dramatic FOURTY points (word to the wise to GMs: Watch out for powers that let you drop your cost twice by 'double dipping' your points-reducers like Summon, Minion, or Device) off of your total! Johnny's pretty simple: he's a simple-minded dork who's used to getting out of the way of things, but is incredibly lucky. The Thunderbolt is obviously tougher, since he doesn't have alot of base powers, but at the same point can fly ALL the time, obviously doesn't need to sleep or do anything like that, and can't be killed outright very easily either. So he gets a blanket Variable Power to carry all the times he shoots lightning, fries people, turns stuff into other stuff, etc. He'd actually amazingly be PL 8 without the fact that he can use Area effects with VP, since his Att/Def is so low (really, the guy is USELESS without instruction, and is usually best suited to goon-sweeping). But hey, in a pinch, he can just add Enhanced Attack Bonus if he needs to, based off of Johnny's wishes.
EDIT-- Fixed Summon Minion as per Taliesin's suggestion.
THE THUNDERBOLT- 1940s
PL 14 (169)
ST 10 DEX 14 (+2) CON 24 (+7) INT 14 (+2) WIS 10 CHA 10
Skills:
None
Feats:
None
Powers:
Flight 15 [30]
AP: Space Flight 15
Variable Power 14 (Multiple Traits) (Flaws: Limited- Pen-Wielder's Exact Orders) [70]
Protection 5 (Feats: Impervious) [10]
Immunity 11 (Starvation, Sleep, Life Support) [11]
Saves:
Toughness +7 (+12 Protection), Fortitude +7, Reflex +4, Will +3
Combat:
Attack +3, Damage +0 (+14 Powers), Defense +4, Initiative +2
Abilities: 22 / Skills: 12--3/ Feats: 4 / Powers: 121 / Saves: 5 /Combat: 14 (169)